Difference between revisions of "Princess:Fighter"
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=== Class Features === | === Class Features === | ||
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Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats. | Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats. |
Revision as of 07:25, 23 June 2009
Contents
Fighter
- Exotic Proficiency feat
- Feat
- Armour Training(Ex) +1, Bravery(Ex) +1
- Feat
- Weapon Training(Ex) +1
- Feat
- Armour Training(Ex) +2, Bravery(Ex) +2
- Feat
- Weapon Training(Ex) +2
- Feat
- Armour Training(Ex) +3, Bravery(Ex) +3
- Feat
- Weapon Training(Ex) +3
- Feat
- Armour Training(Ex) +4, Bravery(Ex) +4
- Feat
- Weapon Training(Ex) +4
- Feat
- Armour Mastery(Ex), Bravery(Ex) +5
- Feat, Weapon Mastery(Ex)
Class Features
Feat: A Fighter gains a bonus feat from list of the Fighter bonus feats.
Armour Training(Ex): Increase armour bonus and MDB of the armour the Fighter wearing by the indicated value, reduce ACP by the indicated value.
Bravery(Ex): A Fighter gains indicated bonus on Will saves while not affected by fear effect.
Weapon Training(Ex): Choose a weapon group. When using weapons from this weapon group fighter gains indicated bonus on attack rolls damage rolls, trip checks and feint checks.
Armour Mastery(Ex): Fighter receives DR 5/- while wearing armour or wielding a shield.
Weapon Mastery(Ex): When using weapon from the chosen weapon group fighter automatically confirms all critical hits and his critical multiplier is increased by 1.
Class Variants
Sneaker
Loose: Bonus Feats.
Each even level: Sneak Attack(Ex):
Planar Fighter
Looses: Bonus feat 4, 8, 12.
4. Planar Study(Ex): +2 or 1/4 Fgt on damage against elementals, extraplanars, outsiders.
8. Align Puissanse(Su): AT=S, D=Fgt r, weapon you wield gains your alignment, 1/day.
12. Aura of Stability(Su): AT=S, D=Fgt r, Dimensional Anchor on fighter and grappled opponents, 1/day.
Special Training
At 1st level a Fighter may choose one of these career paths and may take one of his career special abilities instead of his Fighter bonus feats:
Bodyguard: Must have Awareness and Sense Motive as a class skills.
- Cover(Ex): May transfer his Shield bonus and dodge bonus from fight defensively to adjacent ally.
- Clear the Path(Ex): counts as having Great Cleave feat while fighting defensively, making AoO or using Cover.
Commander: Must have Knowledge:State and Persuasion as class skills.
- Helpful Hints(Ex): May use aid another within 12.
- Rousing Speech(Ex): AT=FR, allies gains +1 morale on attacks for Persuasion check-15 rounds. 1/2 Fighter/day.
Corsair: Must have Profession:Sailor and Trade as a class skills. Losses Medium and Heavy Armour proficiencies. Must take Corsair special ability at 2nd level.
- Climb-Fighting(Ex): Not Flat-Footed while climbing.
- Slow Fall(Ex): When falling near the wall and wielding a bladed weapon may use this ability to reduce effective distance by 6.
- Rope Swing(Ex): When swinging a rope gain +1 on Bull Rush for each 1 swing.
- Big Breath(Ex): Must make Endurance checks once per 2r while holding a breath.
Fencer: Must have Persuasion as class skill. Looses Medium and Heavy Armour proficiencies and Shield proficiency.
- Encouraging Blow(Ex): +3 morale AC against crit threatened opponent, +6 morale to AC against critical damaged opponent. D=Cha r. Mind-affecting.
- Denigrating Banner(Ex): AT=S, make opposed Cha check, if opponent loose he receive -2+1/5 difference BAB, D=1+Cha r. Language Dependent, Mind-affecting.
- Insurmountable Counter(Ex): +2 dodge to AC against enemies using Power Attack or fight defensively.
Horseman: Must have Ride as class skill. Looses Medium and Heavy Armour proficiencies.
- Quick Turn(Ex): may make Dex 90-degree turns during charge.
- Share Shield(Ex): mount gains your Shield bonus to AC.
- Spur(Ex): +2 mounts move, mount's Con/day.
- Steady Hand(Ex): May make Ride check instead of mount's Will saves against mind-affecting.
Knight: Must have Ride as Class skill.
- Hard Charge(Ex): +2 damage on charge for both Fighter and mount.
- Jousting Charge(Ex): do not receive -2 to AC while charging mounted and with shield.
- Staggered Gait(Ex): Mount may make two hoof attacks at -2 against trampled enemies. Prerequisite: Trample feat.
- Vicious Mount(Ex): Mount gain +1/2 Fgt on damage.
Brawler: Must have Endurance as class skill. Looses Shield and Weapon Proficiencies except for basic and unarmed. Looses Bravery(Ex). Receives Endurance feat.
- Combo(Ex): 1st and 2nd unarmed attacks in round may be declared as combo an have their AB halved.
- Heavy Hitting(Ex): +2 or 1/4 Fighter level nonlethal damage from unarmed.
- Iron Jaw(Ex): DR Con/lethal, +1 FC against stunning.
- Shake it Off(Ex): Reduce stun duration by 1r (min 1).
Shield-Bearer: Must have Endurance as Class skill. May not take Exotic Weapon Group Proficiency by class.
- Armoured Gait(Ex): May count one Armour Category as one category lighter for purposes of movement.
- Armoured Grace(Ex): Choose Armour Category. Armour from this category have MDB 1 higher and ACP 1 less.
- Armour Optimization(Ex): +1 dodge AC while wearing armour from chosen Armour Category.
- Fortification(Ex): +2 AC against critical confirmations while wearing armour from chosen Armour Category.
- Shield Strike(Ex): May count Shield as a free hand for purpose of special manoeuvres.
Targeteer: Must have Awareness as Class Skill. Must start with Basic, Thrown, Bows, Crossbows Weapon Group Proficiencies.
- Arrow Swarm(Ex): May make two extra ranged attacks, all attacks at -5. Prerequisite: Rapid Shot.
- Sniper(Ex): May sacrifice attacks to increase threat range by 1 for one shot for each attack sacrificed.
- Vital Aim(Ex): May use Dex instead of Str on damage against opponents vulnerable to critical hits.
Alternative Class Features
Hit-and-Run Tactics
1: Hit-and-Run Tactics(Ex): +2 init, add Dex comp damage against FF opponents within 6sq. R: Heavy Armour Proficiency.
Dungeon Crasher
Losses: Bonus feat
2. Dungeon Crasher(Ex): +2 comp on RD an AC vs traps, +2 Str checks again doors. 4d6+Str*2 damage if bullrush enemy in the wall.
6. Dungeon Crasher(Ex): +4 comp on RD an AC vs traps, +5 Str checks again doors. 8d6+Str*3 damage if bullrush enemy in the wall.
Resolute
2+: Resolute(Su): AT=i, reduce your BAB by half, add reduction amount to your Will saves. Lasts until end of your next action. R: Bonus Feat.
Aligned Strike
4+: Aligned Strike(Su): Any weapon you hold is aligned by your alignment. R: Bonus Feat.
Elusive Attack
6: Elusive Attack(Ex): AT=FR, make an attack, +2 dodge to AC until start of your net turn. +4 at 11, +6 at 16. R: Bonus Feat.
Armour of God
8+: Armour of God(Su): AT=i, reduce your Base Will save to 0, add reduction to AC, until start of your next action. R: Bonus Feat.
Counterattack
12: Counterattack(Ex): AT=FR, make an attack, as i make attack against any opponent attacking you before start of your next turn. R: Bonus Feat.
Overpowering Attack
16: Overpowering Attack(Ex): AT=FR, make an attack. This attack deals double damage as well as any other attacks until start of your next turn. R: Bonus Feat.